[Bf-blender-cvs] [21d8ff3] BendyBones: Bendy Bones: Adding a bit of documentation to the code to show what's happening
Joshua Leung
noreply at git.blender.org
Tue May 17 16:40:50 CEST 2016
Commit: 21d8ff32294c510d675f7ea60e73ffdd9a8ae3ef
Author: Joshua Leung
Date: Mon May 16 16:24:29 2016 +1200
Branches: BendyBones
https://developer.blender.org/rB21d8ff32294c510d675f7ea60e73ffdd9a8ae3ef
Bendy Bones: Adding a bit of documentation to the code to show what's happening
===================================================================
M source/blender/blenkernel/intern/armature.c
===================================================================
diff --git a/source/blender/blenkernel/intern/armature.c b/source/blender/blenkernel/intern/armature.c
index 5e4bff6..592965f 100644
--- a/source/blender/blenkernel/intern/armature.c
+++ b/source/blender/blenkernel/intern/armature.c
@@ -601,11 +601,23 @@ void b_bone_spline_setup(bPoseChannel *pchan, int rest, Mat4 result_array[MAX_BB
roll2 = 0.0;
}
- /* add extra effects (bbone properties)? */
+ /* Add effects from bbone properties over the top
+ * - These properties allow users to hand-animate the
+ * bone curve/shape, without having to resort to using
+ * extra bones
+ * - The "bone" level offsets are for defining the restpose
+ * shape of the bone (e.g. for curved eyebrows for example).
+ * -> In the viewport, it's needed to define what the rest pose
+ * looks like
+ * -> For "rest == 0", we also still need to have it present
+ * so that we can "cancel out" this restpose when it comes
+ * time to deform some geometry, it won't cause double transforms.
+ * - The "pchan" level offsets are the ones that animators actually
+ * end up animating
+ */
{
/* add extra rolls */
roll1 += bone->roll1 + (!rest ? pchan->roll1 : 0.0f);
-
roll2 += bone->roll2 + (!rest ? pchan->roll2 : 0.0f);
if (bone->flag & BONE_ADD_PARENT_END_ROLL) {
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